Hello guys,
I have a problem about project size on building due to textures.
Today I was wondering how our assets will increase the project size due to their texture size, and it wasn’t easy for me to understand why I didn’t think about this before.
Our project map is quietly big, and we need a lot of assets.
I made some sums and mults just for the walls and floors:
Walls: 15 type (average) of different walls for the entire environment.
Floors: 25 type (average) of different floors for the entire environment.
Let’s make some sums, we got 25 type of floors, so 25 material. To have some differences on the same floor (like missing bricks, and so on…) we thought about 3 material instances, each one with 3 relative textures (BaseColor_AO, Normal_Height, Roughness_Metallic), there three textures are 2k and the weight is 13 mb total (average).
So for the floors we have: 25 x 3 = 75 materials, each one with 3 instances and 3 different textures so: 75 x 3 = 225 textures.
225 textures x 13 mb of space =
2925 mb.
I don’t think I should go over the walls ecc, I think you got what I mean.
How can we handle this? 3GB of memory for floors textures is really a lot, which are the solutions?
I thought about atlas or lower resolution but in these way we lose a lot of quality and we would like to avoid this.
Is there another way? Could we compress all the textures with the build to drastically reduce the build size? What do you suggest?
Thank you very much guys.